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https://github.com/libretro/RetroArch
synced 2025-02-24 18:39:59 +00:00
initial working OSD background color (only when content not loaded)
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@ -959,6 +959,12 @@ static void gl_render_osd_background(
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float *colors = (float*)malloc(4 * vertices_total * sizeof(float));
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float *verts = (float*)malloc(2 * vertices_total * sizeof(float));
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unsigned i;
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int msg_width;
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float x, y, width, height;
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settings_t *settings = config_get_ptr();
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x = video_info->font_msg_pos_x;
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y = video_info->font_msg_pos_y;
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for (i = 0; i < 4 * vertices_total; i += 4)
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{
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@ -968,23 +974,28 @@ static void gl_render_osd_background(
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colors[i+3] = 1;
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}
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verts[0] = -1;
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verts[1] = -1; // BL
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msg_width = font_driver_get_message_width(NULL, msg, strlen(msg), 1.0f);
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verts[2] = -1;
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verts[3] = 1; // TL
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width = msg_width / (float)video_info->width;
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height = settings->floats.video_font_size / (float)video_info->height;
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verts[4] = 1;
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verts[5] = 1; // TR
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verts[0] = x;
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verts[1] = y; // BL
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verts[6] = -1;
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verts[7] = -1; // BL
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verts[2] = x;
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verts[3] = y + height; // TL
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verts[8] = 1;
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verts[9] = 1; // TR
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verts[4] = x + width;
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verts[5] = y + height; // TR
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verts[10] = 1;
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verts[11] = -1; // BR
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verts[6] = x;
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verts[7] = y; // BL
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verts[8] = x + width;
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verts[9] = y + height; // TR
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verts[10] = x + width;
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verts[11] = y; // BR
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coords.color = colors;
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coords.vertex = verts;
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@ -1001,11 +1012,11 @@ static void gl_render_osd_background(
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video_driver_set_viewport(video_info->width, video_info->height, true, false);
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glDisable(GL_BLEND);
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video_shader_driver_use(shader_info);
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video_shader_driver_set_coords(coords_data);
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glDisable(GL_BLEND);
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mvp.data = gl;
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mvp.matrix = &gl->mvp_no_rot;
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@ -1031,6 +1042,13 @@ static void gl_render_osd_background(
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glDrawArrays(GL_TRIANGLES, 0, coords.vertices);
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uniform_param.result.f.v0 = 1.0f;
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uniform_param.result.f.v1 = 1.0f;
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uniform_param.result.f.v2 = 1.0f;
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uniform_param.result.f.v3 = 1.0f;
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video_shader_driver_set_parameter(uniform_param);
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free(colors);
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free(dummy);
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free(verts);
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@ -8,7 +8,7 @@ static const char *stock_fragment_modern_blend = GLSL(
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void main() {
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if (bgcolor == vec4(0.0,0.0,1.0,1.0))
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{
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gl_FragColor = bgcolor;//color * texture2D(Texture, tex_coord);
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gl_FragColor = bgcolor;
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}
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else
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{
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